graw: trivial geometry shader test
authorKeith Whitwell <keithw@vmware.com>
Mon, 7 Jun 2010 18:34:04 +0000 (19:34 +0100)
committerKeith Whitwell <keithw@vmware.com>
Mon, 7 Jun 2010 18:38:30 +0000 (19:38 +0100)
src/gallium/tests/graw/SConscript
src/gallium/tests/graw/tri-gs.c [new file with mode: 0644]

index 77bf59f54ffe01ade5aff3572d9f0910a6b008a5..d01c001c14957b469ad47f1044ef8c11f30bda59 100644 (file)
@@ -17,6 +17,7 @@ progs = [
     'quad-tex',
     'fp-test',
     'vp-test',
+    'tri-gs',
 ]
 
 for prog in progs:
diff --git a/src/gallium/tests/graw/tri-gs.c b/src/gallium/tests/graw/tri-gs.c
new file mode 100644 (file)
index 0000000..e7e4703
--- /dev/null
@@ -0,0 +1,268 @@
+/* Display a cleared blue window.  This demo has no dependencies on
+ * any utility code, just the graw interface and gallium.
+ */
+
+#include "state_tracker/graw.h"
+#include "pipe/p_screen.h"
+#include "pipe/p_context.h"
+#include "pipe/p_shader_tokens.h"
+#include "pipe/p_state.h"
+#include "pipe/p_defines.h"
+
+#include "util/u_debug.h"       /* debug_dump_surface_bmp() */
+#include "util/u_memory.h"      /* Offset() */
+
+enum pipe_format formats[] = {
+   PIPE_FORMAT_R8G8B8A8_UNORM,
+   PIPE_FORMAT_B8G8R8A8_UNORM,
+   PIPE_FORMAT_NONE
+};
+
+static const int WIDTH = 300;
+static const int HEIGHT = 300;
+
+static struct pipe_screen *screen = NULL;
+static struct pipe_context *ctx = NULL;
+static struct pipe_surface *surf = NULL;
+static void *window = NULL;
+
+struct vertex {
+   float position[4];
+   float color[4];
+};
+
+static struct vertex vertices[4] =
+{
+   { { 0.0f, -0.9f, 0.0f, 1.0f },
+     { 1.0f, 0.0f, 0.0f, 1.0f }
+   },
+   { { -0.9f, 0.9f, 0.0f, 1.0f },
+     { 0.0f, 1.0f, 0.0f, 1.0f }
+   },
+   { { 0.9f, 0.9f, 0.0f, 1.0f },
+     { 0.0f, 0.0f, 1.0f, 1.0f }
+   }
+};
+
+
+
+
+static void set_viewport( float x, float y,
+                          float width, float height,
+                          float near, float far)
+{
+   float z = far;
+   float half_width = (float)width / 2.0f;
+   float half_height = (float)height / 2.0f;
+   float half_depth = ((float)far - (float)near) / 2.0f;
+   struct pipe_viewport_state vp;
+
+   vp.scale[0] = half_width;
+   vp.scale[1] = half_height;
+   vp.scale[2] = half_depth;
+   vp.scale[3] = 1.0f;
+
+   vp.translate[0] = half_width + x;
+   vp.translate[1] = half_height + y;
+   vp.translate[2] = half_depth + z;
+   vp.translate[3] = 0.0f;
+
+   ctx->set_viewport_state( ctx, &vp );
+}
+
+static void set_vertices( void )
+{
+   struct pipe_vertex_element ve[2];
+   struct pipe_vertex_buffer vbuf;
+   void *handle;
+
+   memset(ve, 0, sizeof ve);
+
+   ve[0].src_offset = Offset(struct vertex, position);
+   ve[0].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+   ve[1].src_offset = Offset(struct vertex, color);
+   ve[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
+
+   handle = ctx->create_vertex_elements_state(ctx, 2, ve);
+   ctx->bind_vertex_elements_state(ctx, handle);
+
+
+   vbuf.stride = sizeof( struct vertex );
+   vbuf.max_index = sizeof(vertices) / vbuf.stride;
+   vbuf.buffer_offset = 0;
+   vbuf.buffer = screen->user_buffer_create(screen,
+                                            vertices,
+                                            sizeof(vertices),
+                                            PIPE_BIND_VERTEX_BUFFER);
+
+   ctx->set_vertex_buffers(ctx, 1, &vbuf);
+}
+
+static void set_vertex_shader( void )
+{
+   void *handle;
+   const char *text =
+      "VERT\n"
+      "DCL IN[0]\n"
+      "DCL IN[1]\n"
+      "DCL OUT[0], POSITION\n"
+      "DCL OUT[1], COLOR\n"
+      "  0: MOV OUT[1], IN[1]\n"
+      "  1: MOV OUT[0], IN[0]\n"
+      "  2: END\n";
+
+   handle = graw_parse_vertex_shader(ctx, text);
+   ctx->bind_vs_state(ctx, handle);
+}
+
+static void set_fragment_shader( void )
+{
+   void *handle;
+   const char *text =
+      "FRAG\n"
+      "DCL IN[0], COLOR, LINEAR\n"
+      "DCL OUT[0], COLOR\n"
+      "  0: MOV OUT[0], IN[0]\n"
+      "  1: END\n";
+
+   handle = graw_parse_fragment_shader(ctx, text);
+   ctx->bind_fs_state(ctx, handle);
+}
+
+
+static void set_geometry_shader( void )
+{
+   void *handle;
+   const char *text =
+      "GEOM\n"
+      "PROPERTY GS_INPUT_PRIMITIVE TRIANGLES\n"
+      "PROPERTY GS_OUTPUT_PRIMITIVE TRIANGLE_STRIP\n"
+      "DCL IN[][0], POSITION, CONSTANT\n"
+      "DCL IN[][1], COLOR, CONSTANT\n"
+      "DCL OUT[0], POSITION, CONSTANT\n"
+      "DCL OUT[1], COLOR, CONSTANT\n"
+      "0:MOV OUT[0], IN[0][0]\n"
+      "1:MOV OUT[1], IN[0][1]\n"
+      "2:EMIT\n"
+      "3:MOV OUT[0], IN[1][0]\n"
+      "4:MOV OUT[1], IN[0][1]\n" /* copy color from input vertex 0 */
+      "5:EMIT\n"
+      "6:MOV OUT[0], IN[2][0]\n"
+      "7:MOV OUT[1], IN[2][1]\n"
+      "8:EMIT\n"
+      "9:ENDPRIM\n"
+      "10:END\n";
+
+   handle = graw_parse_geometry_shader(ctx, text);
+   ctx->bind_gs_state(ctx, handle);
+}   
+
+static void draw( void )
+{
+   float clear_color[4] = {1,0,1,1};
+
+   ctx->clear(ctx, PIPE_CLEAR_COLOR, clear_color, 0, 0);
+   ctx->draw_arrays(ctx, PIPE_PRIM_TRIANGLES, 0, 3);
+   ctx->flush(ctx, PIPE_FLUSH_RENDER_CACHE, NULL);
+
+   screen->flush_frontbuffer(screen, surf, window);
+}
+
+
+static void init( void )
+{
+   struct pipe_framebuffer_state fb;
+   struct pipe_resource *tex, templat;
+   int i;
+
+   /* It's hard to say whether window or screen should be created
+    * first.  Different environments would prefer one or the other.
+    *
+    * Also, no easy way of querying supported formats if the screen
+    * cannot be created first.
+    */
+   for (i = 0; 
+        window == NULL && formats[i] != PIPE_FORMAT_NONE;
+        i++) {
+      
+      screen = graw_create_window_and_screen(0,0,300,300,
+                                             formats[i],
+                                             &window);
+   }
+   
+   ctx = screen->context_create(screen, NULL);
+   if (ctx == NULL)
+      exit(3);
+
+   templat.target = PIPE_TEXTURE_2D;
+   templat.format = formats[i];
+   templat.width0 = WIDTH;
+   templat.height0 = HEIGHT;
+   templat.depth0 = 1;
+   templat.last_level = 0;
+   templat.nr_samples = 1;
+   templat.bind = (PIPE_BIND_RENDER_TARGET |
+                   PIPE_BIND_DISPLAY_TARGET);
+   
+   tex = screen->resource_create(screen,
+                                 &templat);
+   if (tex == NULL)
+      exit(4);
+
+   surf = screen->get_tex_surface(screen, tex, 0, 0, 0,
+                                  PIPE_BIND_RENDER_TARGET |
+                                  PIPE_BIND_DISPLAY_TARGET);
+   if (surf == NULL)
+      exit(5);
+
+   memset(&fb, 0, sizeof fb);
+   fb.nr_cbufs = 1;
+   fb.width = WIDTH;
+   fb.height = HEIGHT;
+   fb.cbufs[0] = surf;
+
+   ctx->set_framebuffer_state(ctx, &fb);
+   
+   {
+      struct pipe_blend_state blend;
+      void *handle;
+      memset(&blend, 0, sizeof blend);
+      blend.rt[0].colormask = PIPE_MASK_RGBA;
+      handle = ctx->create_blend_state(ctx, &blend);
+      ctx->bind_blend_state(ctx, handle);
+   }
+
+   {
+      struct pipe_depth_stencil_alpha_state depthstencil;
+      void *handle;
+      memset(&depthstencil, 0, sizeof depthstencil);
+      handle = ctx->create_depth_stencil_alpha_state(ctx, &depthstencil);
+      ctx->bind_depth_stencil_alpha_state(ctx, handle);
+   }
+
+   {
+      struct pipe_rasterizer_state rasterizer;
+      void *handle;
+      memset(&rasterizer, 0, sizeof rasterizer);
+      rasterizer.cull_face = PIPE_FACE_NONE;
+      rasterizer.gl_rasterization_rules = 1;
+      handle = ctx->create_rasterizer_state(ctx, &rasterizer);
+      ctx->bind_rasterizer_state(ctx, handle);
+   }
+
+   set_viewport(0, 0, WIDTH, HEIGHT, 30, 1000);
+   set_vertices();
+   set_vertex_shader();
+   set_fragment_shader();
+   set_geometry_shader();
+}
+
+
+int main( int argc, char *argv[] )
+{
+   init();
+
+   graw_set_display_func( draw );
+   graw_main_loop();
+   return 0;
+}